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Crystalbots - Moon Defense

Changes in the Post-Compo Build:
* Fast forward functionality (Press [SPACE] for 3x speed)
* Enhanced Visuals for building (Semi-transparent preview of the building is shown)

Please do NOT let your rating be influenced by those changes if you plan to play the Post-Compo build.

You're on the moon and try to obtain crystals for your technology.

To all players: I'd really appreciate comments with feedback, so even if you only got a few words to say or an idea that may be stupid to share, tell me about them! Every comment makes me happy as well as gives me a source to see where to improve. So, if you read this and aren't planning to comment, you should be ashamed of yourself! :o

There are a two eastereggs ingame, if you've played a Konami-game you know one and if you know the fact that Gabe Newell hates the number "three", you can guess them. (Or look into the source code ;P)

Attention: I didn't create the assets used for the eastereggs, so don't let your rating get influenced by those!

This is a good start. The game felt solid and it's a nice step towards the TD/RTS genre (it's a little of both, I guess?).

Some stuff for improvement: I need more feedback when placing towers, like maybe transparent visuals? Also, can we speed up that timer somehow? Or just get rid of it and count down the number of monsters left?

Really enjoyed playing. It took a while to realize that you can scroll. Also when it said "sorry you lost", I could never figure out WHY I lost. I did notice there were both cyan and green things you could place, perhaps we are supposed to protect the green ones?

Another hint for the 2nd easteregg: Type 3, uncapitalized. I hope people get it now ;)

@Keevor: I'm sooo glad you liked the balancing, I really thought a lot about how difficult I should make it and I tweaked quite a bit, I personally liked the result and I'm happy you're sharing my opinion ;)

@Bemmu: I actually wanted to create a bit of an intro with an explanatory help, but didn't have time for that. I guess I could make the reason for losing more obvious by moving the camera to the destroying crystal extractor (The "green thing" ;D) and play a bit of an explosion animation before showing the game over screen. I'll see if I'm able to obtain motivation for digging back into the code and implementing that^^